TL:DR - I find it easy
[spellbook]
[spellbookheader]
[spellbookname]druid[/spellbookname]
[mage]Druid[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=DNA01]3 x Acid Ball[/mwcard]
[mwcard=FWA02]1 x Force Hammer[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=mw1a09]1 x Jet Stream[/mwcard]
[mwcard=MWSTX1CKA01]3 x Surging Wave[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW01]2 x Bloodspine Wall[/mwcard]
[mwcard=DNJ02]1 x Corrosive Orchid[/mwcard]
[mwcard=DNJ03]1 x Etherian Lifetree[/mwcard]
[mwcard=DNJ10]3 x Stranglevine[/mwcard]
[mwcard=mw1j22]2 x Tanglevine[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=mw1w04]2 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=DNC10]4 x Raptor Vine[/mwcard]
[mwcard=DNC21]2 x Thornlasher[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e01]2 x Bear Strength[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=mw1e06]1 x Circle of Lightning[/mwcard]
[mwcard=mw1e29]2 x Nullify[/mwcard]
[mwcard=mw1e36]2 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ04]1 x Druid's Leaf Ring[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=mw1q07]1 x Elemental Cloak[/mwcard]
[mwcard=mw1q08]1 x Elemental Wand[/mwcard]
[mwcard=DNQ10]1 x Meditation Amulet[/mwcard]
[mwcard=mw1q23]1 x Regrowth Belt[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i06]2 x Dispel[/mwcard]
[mwcard=mw1i24]2 x Seeking Dispel[/mwcard]
[mwcard=mw1i07]3 x Dissolve[/mwcard]
[mwcard=mw1i12]2 x Force Push[/mwcard]
[mwcard=mw1i21]1 x Purge Magic[/mwcard]
[mwcard=mw1i20]1 x Purify[/mwcard]
[mwcard=mw1i23]1 x Rouse the Beast[/mwcard]
[mwcard=mw1i28]2 x Teleport[/mwcard]
[/spells]
[cost]Total cost: 110 pts[/cost]
[/spellbook]
I've made some changes since I've played it last so I'm not sure how those will do or they will stay. The elemental wand is one of the new additions, and I took out the enchanters ring. The Elemental wand costs me 4 SPB. But I upped the number of attack spells so i thought it might be useful. I'm not sure it's going to stay and I think a 5th raptor vine and the enchanters ring in Its place.
I'm only showing 110 points -3 points of the missing 10 are Tangle Root from Academy.
2 points are equipment cards from PvS
1 is a PvS Enchantment
1 is a equipment card from Lost Grimoire
and 3 are Attack spells from PVS
Turn one 19 mana -
Deploy vine is starting corner - Move one up to middle square on the short side.
Cast vine Tree w/ TreeBond. (10 mana)
QC Meditation Amulet. (6 mana)
Turn 2 - 16 mana + 1 mana on tree.
Deploy 2 vine markers straight out from tree to the middle of the arena (15 Mana)
Deploy 1 Raptor Vine on farthest marker (6 mana)
QC Druid leaf Ring (4 mana)
Meditate (7 mana)
Turn 3 - 17 mana + 1 mana on Tree (couple different options)
Option 1:
Deploy 2 vines (one where the raptor vine is and one depending where the oposing mage is (17 mana)
Deploy Raptor vine on one of the new vines (8 mana)
Cast Raptor vine on to the other new vine marker (-1 with Druid leaf ring)(0 mana)
Option 2:
Deploy 1 vine (17 mana + 1 mana on Tree)
Deploy Kralathor (2 mana)
Meditate (5 mana)
QC and reveal Either Rhino Hide on Kralathor or Bear Strength on Raptor vine if it can attack something. (0/1 Mana)
Option 3
Deploy 2 vines (one where the raptor vine is and one depending where the oposing mage is (17 mana)
Deploy Raptor vine on one of the new vines (8 mana)
QC Bear Strength on Original Raptor vine (6 Mana)
Root Raptor vine move and attack, Reveal Bear Strength [7 Attack Dice] (2 mana)
Don't be afraid to pass your turn to meditate. It works wonders.
Against Zombies & Skeletons play a bit differently so that you can summon Kralathor and Rouse the Beast the same turn. That's 6 Dice against undead and you want to get a growth marker on his as fast as possible.
Also you need to play the life tree against the undead because it only benefits your plants and the opposing mage. And save the Force hammer for the Death Lock (Finite Life Wrecks the Druid)
Strangle vine is FUN!! On your Final Quick Cast, on the turn when you opponent has Initiative Cast a stranglevine on the opposing mage. Next turn you have initiative First QC you cast a nulify on the opposing mage so they can not teleport out. You can double down and plan 2 Nulify, so it the first gets popped you can play a second one during your main action. If you don't need to play the second Nulify then meditate.
Druid is Trained in Level one water, so don't be afraid to pack a bunch of Surging waves, dissolves, acid balls, or a new level 1 water attack spells. Rust is a useful enchantment as well.
Every turn, if possible play 2 vines. the vines hinder and give you targets to cast things on. Range really isn't an issue with the Druid because she can target a Vines regardless of Range, only LoS matters.
If you can, play thornlashers with a Bloodspine wall between them and drag an enemy creature through the wall. It's like the plants are playing Volleyball.
Force pushing a mage through a Wall of thorns is awesome. If they have no armor that's 10 attack dice. you can always acid ball them first to weaken the armor then throw them through a wall. Rememeber you can get thrown through your own walls as well, so be ready to wear the EagleClaw Boots.
Force hammer is in there to kill conjurations (+2 vs Corporeal Conjurations)
Circle of lightning is in there to fight a swarm build.